No description
Use a Domain Specific Language to define shaders in common-lisp syntax. The code is then walked and compiled into glsl expressions and stored in easy to use structures. At the program initialization, the shader programs are compiled into opengl. Dependencies are also kept, so that if a shader is redefined, the corresponding program will be recompiled into opengl. The old glsl-compiler is deleted as it is now rendered useless. The render and mesh code are fixed according to changes in the interface. |
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| data | ||
| src | ||
| t | ||
| .gitignore | ||
| README.md | ||
| README.org | ||
| stoe-test.asd | ||
| stoe.asd | ||
Stoe - SaintOEngine - A 3d engine in common-lisp
Usage
Installation
Author
- Renaud Casenave-Péré (renaud@casenave-pere.fr)
Copyright
Copyright (c) 2014 Renaud Casenave-Péré (renaud@casenave-pere.fr)
License
Licensed under the GPL3 License.